The Dresden Files > DFRPG Resource Collection
Custom Power List
Sanctaphrax:
SHADOW MANIPULATION [-1]
Description: You can cause your shadow, and the shadows around you, to behave in unnatural and bizarre ways. This allows you to make world-class shadow puppets, cloak yourself in darkness, and even blind people.
Skills Affected: Discipline, Stealth
Note: It's not mandatory, but this Power is generally taken alongside Cloak Of Shadows. Characters who want to carry out physical actions with their shadow should take another Power to represent that ability, like Long Reach or Telekinesis or Channelling.
Effects:
Shadow Manipulation. You may use your Discipline or Stealth skill to control shadows, allowing you to perform maneuvers and create blocks against perception. This effect's range is limited only by your line of sight.
-0 Manifested Blade (As the blade is not truly of the mortal world keeping it in this world requires mental effort, summoning the item for a scene requires a point of mental stress at the end of the scene unless another point of stress is taken the item will disappear until summoned again.)
-2 Spiritual Weapon ( As a weapon designed to sever the soul from the body its blows do more than physical harm, the blade can cause mental stress instead physical stress, anyone taken out this way will die as their soul is separated from their body leaving no signs of physical harm.)
Vogon Poetry [-1]
Description: Your poetry is so bad that it renders the spirit of all who here it causing extreme agony
Effect: Lethal Poetry Performance When reciting poetry you have written yourself you do mental damage to all in the area including yourself, treat as a performance attack to everyone in the area.
Phantom Slashes [–2] - You can choose when the damage of your attacks come into effect, this allows you to stack stress so that it all comes in to effect at the same instant or choose that it never comes into effect.
[-1] Emperor Blessed Tech - All ritually consecrated tech wielded by a Grey Knight is immune to being hexed.
Transcendent Music [-4]
You can play an instrument with a level of skill and subtlety that you can almost make rocks cry and sooth the hearts of the darkest of people.
Superlative Musician: +4 to normal performance rolls with your instrument of choice
Listen to my Song: you can play an instrument so well that all in the area will stop and listen (a zone wide mental grapple at your performance skill to stop doing anything but listen to the music)
The Soothing Song: Whilst people are listening to your music they recover from mental consequences on step quicker than usual. (Inhuman Mental Recovery)
CAPTIVATE [-2]
Description: You command attention. With a woven glamour or an irresistible song, you can make men stand and stare at you while people shoot them.
Skills Affected: Deceit, Performance
Effects:
Captivate. When you take this power, choose either Performance or Deceit. You may use your chosen skill to perform a mental grapple against everyone present in a scene at once by tagging or invoking an appropriate scene aspect. This works the same way as a physical grapple using Might except that it inflicts mental stress instead of physical stress and places aspects on the scene instead of the grappled character.
Selective Captivation [-1]. You may choose not to affect any number of characters when using Captivate.
Aura of Influence [-0]
As a highly potent supernatural being, your very presence affects the area around you, altering it in subtle or overt ways that correspond with your nature.
Description:
Musts: You must have a High Concept which reflects being some sort of supernatural major player or heavyweight, such as The Summer Lady, Angel from On High, God of War.
Skills Affected: None
Effects: Powerful Presence - Simply by being present in a scene, you apply a sticky scene aspect which must somehow relate to the associations of your High Concept (for example, the Summer Lady might apply Heat of Passion or Rampant Plant Growth; an angel might apply Holy Light or Feeling of Divine Nearness). Applying this aspect does not grant you a free tag.
Difficult to Suppress - You may attempt to suppress this ability when you enter a new scene by making a Discipline roll (default difficulty Superb, though areas directly hostile to or unusually resonant with your High Concept may modify this), in which case no aspect is applied.
HEALING [-2]
Description: You possess the magical ability to heal others. Perhaps you can help people recover from psychological trauma with your musical genius, or perhaps you can knit flesh and bone back together through sheer faith.
Note: This power uses one skill and applies to one stress track. Choose which skill and which stress track when you take this power. Any combination is permissible as long as the group is not offended by it.
Skills Affected: Pick one
Effects:
Heal. You may use your chosen skill to heal consequences of your chosen stress track. In order to heal a given consequence, you must exceed its shift value on a roll of your chosen skill. Healing a consequence increases the speed of its recovery by one step, or by two steps if your roll is twice as good as it needs to be, or by three steps if by some miracle your roll is three times better than it needs to be. If an attempt is made to heal a consequence that has already been healed, the second attempt replaces the first. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis.
Widened Healing [-1]. You may use your chosen skill to heal consequences from another stress track of your choice. This option may be chosen multiple times.
I Hunt! [-2]
Description: When you choose to hunt someone, you find them.
Musts: This target is usually used by wildfae hunters, but others may take it.
Skills Affected: Lore, athletics, weapons, guns, fists, might, survival, and anything else used to hunt.
Effects:
The Game Is Afoot: You may spend a fate point to declare a particular individual or creature your quarry. This has similar effects to righteousness, giving you a +1 to all rolls to hunt the individual, but the effect is immediately ended if you take any compels to sidetrack you, refuse any compels to keep you on the hunt, kill or capture your quarry, or spend a fate point to choose a new quarry. With GM approval, the hunt may be for something more ethereal. Things like "I will win her heart" or "I will find my lost sword" might be acceptable, so long as the quest has themes of pursuing, finding, and conquering.
Relentless Pursuit: Any time the quarry uses a supernatural ability to escape, you may copy its effect to pursue them. If they open a portal to the nevernever and close it behind them, you can walk into the nevernever as well. If they run away with supernatural speed, you gain a burst of speed. Powers are only mimicked when they are necessary to follow the target and only for purposes of pursuing the target. You could use inhuman speed to follow the quarry, but not to suddenly jump out of the way of a bullet. If the quarry stops running and gets in a car, they're no longer using inhuman speed and you can no longer mimic the power. Furthermore, if someone uses an evocation to turn into mist, you can turn into mist as well. But you can't suddenly use evocation to trap them with a wind spell. You gain temporary access to the effects not full access to the power.
Mime [-2]
Description:When someone else is performing an action you may copy their movements to do what they do. Usually this ability involves a bit of psychic talent to predict what someone else is about to do a split second before they do it and instinctively copy it. Either that or read the impulses their brain sends to their body and map that flow onto your own body.
Musts: None.
Skills Affected: Awareness.
Effects:
Mimic: You may use the lower or either your investigation or another person's skill to copy that person's actions. When doing so you must copy their motions exactly. You may mimic certain stunts they have if copying their movements would logically give you that benefit. If someone is sniping with guns 3, and you have investigation 4, then you can roll 3 plus 4dF to shoot a similar gun. If someone is parrying an attack, you cannot use mimicry to parry an attack from a different angle. It's not just using the same skill, you have to perform their actions exactly the way they did it. If used for social skills, you must say the exact same words they used, though you need not copy tone or accent. (Example: An enemy says "If you think you can stand against me, you're going down." You shake your head and say "You're going down," copying his body language.)
Mirror: You may use mimicry to parry melee attacks if you're carrying a similar weapon to your opponent, or barehanded if they are using their bare hands. You may not benefit from any counterattack stunts or stunts like Step into the Blow. However, if they hit you that means you're about to hit them with the mirrored attack and they must make a dodge roll against that free attack, rolling their athletics against your investigation. They may not parry.
Mime: You can use investigation to mimic someone else's movements just for artistic purposes or to annoy them.
Learn by Seeing: After observing someone perform a skill for a set amount of time you may use investigation to complement that skill on your own in similar circumstances for an amount of time 2 point up on the time increment chart.
Intellectus Of War [-3]
Musts: High Aspect that Corresponds to this (Scion of a War God, Empowered by a War Spirit)
Key Skill: Fists, Weapons, Gun, Drive
You are a living embodiment of combat. Anything is a weapon in your hands. You could man a tank even if the last time you were on Earth was when gunpowder was considered an innovation.
You may substitute your Fists and Guns skill with Weapons. Furthermore, you can substitute Weapons for any skill roll as long as it could be considered an attack or the vehicle could be considered a weapon (so your Weapons skill could not substitute your Drive skill, unless the vehicle was a tank, a fighter jet, or you were actively trying to run someone over with it). You are considered proficient in any weapon or weaponized vehicle, and you could substitute for other crew, within reason (so you could operate a two-man fighter by yourself, but a battleship is right out). You instinctively know how to maintain weapons and weaponized vehicles, though you cannot teach anyone else how to (so if the item is beyond the capacity for one person to maintain and you're alone or with unqualified people, you're SOL).
You may not gain these bonuses in terms of spellcraft, except for the purposes of aiming an Enchanted Item.
Supernatural Orator [-1]
Your words have a weight that beggars belief you can literally change people minds with your words. Your social attacks do mental stress.
A thousand words in one. [-1] You can say a lot in a very little time, your can attack mental and socially during physical combat.
Words with the weight of worlds [-2] Your words are unnaturally effective and any attack you make with them has a weapon rating of 4.
Shape-shifting Weapon [-1] Your weapon is weightless in your hands and can change its shape either remaining the same size or shrinking. (attache to a IoP)
Giant Weapons [-1] (requires shape-shifting weaponry) Your weapon can now be made much bigger (add +2 to base weapons rating) Giant Weapons are very large and noticeable (at least person sized).
Mega Weapons (requires giant weapon) [-2] Your weapons can become obscenely over sized (car sized or Bigger) they hit for an extra 4 stress and have a zone wide radius of damage.
Giga Weapons (requires mega weapons) [-2] Your weapon can become unbelievably massive (house sized or bigger) they hit for an extra 6 stress and have a two zone radius.
Energy-Purge[-5]
Charging. The maximum Charge is 300%, this can be spent on other things, but the way to recharge is by absorbing large amounts of energy be it magical, electrical, solar.
The first way is by taking stress from an energy-based attack, you get 10% for each 1 stress taken. The second way is through taking a basic action to charge from an large energy source (no batteries), the most common electricity, each source has a Charge rating
and if you charge from it you gain 10% per point of Charge rating (Charge:4 gives 40%). You also have Armor:2 against all energy-based attacks.
Energy Overload. You can spend up to 60% Charge to make an energy-based attack. Roll Weapons to attack, and the Weapon rating is 1/10% ( 10% makes Weapon:1). This can also be a zonewide attack as long as you pay more then 30% Charge (Weapon:3 Zonewide) , It can also be range but only as long as you pay 40% ( Weapon:4 Range, maybe Zonewide).
Cellular Augmentation. By infusing the excess energy into your cells you can increase their growth rate, efficiency, and strength by enormus amounts. You can pay to increase any physical abilities (Strength, Speed, Toughness, Recovery) by one step for each payment, you can increase them from, Nothing to Inhuman-40%, Inhuman to Supernatural 70%, Supernatural to Mythic 120%. These abilities purchased only last for the duration of the scene unless canceled.
Dead Battery. You need at least 40% Charge to use this ability, if you have under 40% or 0% then you cannot use any of the abilities except Charging, if this is put on an Item of Power, the IOP won't function.
Teleportation [-3]
You can teleport from one space to another bypassing any attempt to interdict your movement.
Unfettered Movement: This allows you to ignore all penalties and blocks against movement, you can move unfettered in any direction through any barrier only limited by your movement speed (athletics roll). Any one holding on to you when you teleport (say someone grappling you) will be transported with you if they can hold on (beat a might roll vs the athletics moving roll).
[-1] Long Range Teleportation: You can teleport great distances. Outside of combat you can declare you are anywhere regardless of transportation limitations.
[+1] Sight Affirmed Teleportation : Visual barriers count as a barrier against movement with teleportation.
Spectral Light Wings [-2]
You can generate wings of pure light, they work in the same fashion as normal wings but can be created at will.
Also add +2 to your presence rolls against opponents that can be impressed by wings of transcendent white light. (non-supernaturally aware, religious).
Purpose [+1] Requires at least 2 refresh worth of affected Powers
You can only use these powers when you are fulling your specified purpose (such as slaying demons etc) these powers are not available at any other time.
Sanctaphrax:
NEVERNEVER POWERS
SPIRIT FORM [-3]
Description: You are an incorporeal spirit form, able to pass through walls and other barriers in the mortal world. Thresholds still have an almost physical reality to you, however.
Skills Affected: Many, especially Conviction.
Note: This power may not normally be attached to Human Form, Feeding Dependency, an Item Of Power, Magical Self-Enhancement, or any other power that can "turn off" the powers it is attached to.. The Astral Projection and Manifestation upgrades, if taken, entirely remove this restriction except with regards to Human Form.
Effects:
Insubstantial. You are invisible, inaudible, and incorporeal. This means that you can neither affect nor be affected by physical things, except as dictated under Vulnerabilities and Manifestation. Any magic that you cast is also incorporeal, and useless against anything physical. However, you can perceive the physical world normally, and under some circumstances it may be possible for physical characters to perceive and communicate with you. Characters with this power may affect each other freely.
Shaped By Belief. Your very existence is defined by belief. As a result, you are not closely bound by physical reality.You do not need to eat or sleep or breathe. Furthermore, you do not excrete wastes and you do not age. You are immune to both poison and disease. You may make Maneuvers and Declarations with Conviction to define your physical form and the nature of your interactions with the world.
Vulnerabilities. Certain physical things can harm you despite your intangibility. These things include ghost dust, fire, and sunlight. What's more, you cannot cross thresholds at all.
Manifestation [-2]. Once per scene, you may force yourself to manifest physically. This negates this power until the scene ends, you choose to become immaterial, or you get taken out in a physical conflict. Using this trapping is an insane act for a ghost, and as such this trapping may not be possessed by sane ghosts. (Other forms of spirit might not have this limitation.)
Poltergeist [-1]. You can exert a tiny amount of force on the material world. Normally this does nothing of importance, but when machinery is around you can often interfere with it. You may use Conviction to make maneuvers disrupting physical machinery.
Spiritual Physics Abuse [-1]. The laws of physics only affect you if you think they should. Teleportation is possible for you. You may substitute your Conviction skill for your Might skill when exerting force, your Athletics skill when moving, or for any other physical skill as the GM feels is appropriate.
Mind = Matter [-0]. Your body and your mind are the same thing. You have one stress track that is used for both mental and physical stress. Its length is determined by your Conviction skill. Toughness powers apply to this track, but mental stress automatically satisfies catches. Consequences taken on this track do not recover naturally unless you provide some form of special justification, generally involving the absorption of memories. More severe consequences require more elaborate justifications.
Astral Projection [-1]. You are a physical creature, but you can leave your body when you feel inclined. You normally do not have access to this power, but you may gain access to it any time by taking a supplemental action. When you do so, your physical body is unconscious and immobile. You may return to your physical body at any time by physically entering it with a supplemental action.
Involuntary Projection/Manifestation [+1]. (Requires Astral Projection or Manifestation) You have no control over whether or not you are corporeal at any given time. Choose a condition in collaboration with the GM. This condition determines whether or not this power is active at any given time.
Possession [-1]. You may enter the bodies of others, combining your power with theirs. Given a willing host, you may enter that host's body as a supplemental action. This allows you to control their body, using your own skills for all rolls. While you possess a host, you have access to all of your own powers and those of your host's powers that your GM deems appropriate. The host's skills may modify yours, at the GM's discretion. Physical stress is inflicted on the host, not on you, and the host's physical stress track is not affected. If you cast spells while in another characters body, you must pay for those spells with your own mental stress. However, your host suffers backlash for you. A character who is being possessed may not act, but they may force the possessor out of their body at any time.
REALITY WARPER [-2]
Description: You are able to shape reality to your whim, as if the entire world was simply a dream of yours.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can always alter reality as if you were in your personal Demesne, though with slightly reduced effectiveness. This allows you to make declarations, maneuvers, and blocks related to the nature of the local reality with your Discipline skill. The duration of the changes created by this power is variable, but it's generally at least one scene.
Offensive Sculpting. You may use the world around you as a weapon. This allows you to make Weapon 0 attacks with your Discipline skill against anything within your line of sight. You may make spray attacks with this power. You may also attack entire zones with this power, although you suffer a -2 penalty to do so.
Improved Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon 2. Furthermore, you need take only a -1 penalty to attack a zone with Offensive Sculpting.
Powerful Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon 4, and any scene aspect you place with Sculpt Reality is automatically made Sticky. Furthermore, you need not take any penalty to attack a zone with Offensive Sculpting.
Counter-Conceptual Interposition [-1]. You may use your Discipline skill to defend against physical attacks.
Reality Binding [-1]. You may use this power to grapple targets within your line of sight, using the normal grappling rules to do so. Substitute your Discipline skill for your Might skill when grappling someone this way.
Create Hazard [-1]. When attacking a zone with this power, you may take an accuracy penalty (before rolling) in order to extend the duration of the attack. For each point of accuracy sacrificed this way, the attack is reapplied at the beginning of another exchange. You may take actions to extend this effect as though you were an evoker extending an evocation.
Bound Spiritual Entity [+3]
Description: You are a spiritual entity imprisoned in a physical object, you have no body, and cannot act in the physical world without a bearer.
Effect:
Unbodied. You cannot take physical skills, you cannot move yourself, and you cannot communicate verbally and other neat things. You do not have a physical stress track, and your prison can not be destroyed by any means. Any physical stress you would take is instead converted to mental stress.
Communicate with Bearer. You are able to telepathically speak with the bearer of the object you are tied to.
License to Possession. You may take the possession upgrade of Domination in order to possess your bearer. For the purposes of the Possession upgrade you are considered to be constantly "insubstantial".
License to Item of Power. You may act as an item of power for the bearer of your prison. You are allowed a Item of Power rebate equal to the size of your prison but you must purchase the powers you are able to grant as well. Normal restrictions to the refresh rebate apply.
Called to Bearer [-1]. You have the ability to tie yourself to the bearer of your physical prison, and you can teach them to call your prison to their hand.
Possess Corpse [-2]
Description: You are a spiritual entity, and lack a body, though that does not mean that you can't acquire one (slightly used). You have learned to possess a corpse, allowing you to make use of the former owners skills and abilities.
Musts: You must have a high concept that reflects your predilection for possessing corpses, and you must have a way to become insubstantial (and attach this power to it).
Effect:
Inhabit Corpse. When you inhabit a corpse you gain a limited form of the Mimic Ability power (restricted to what the corpse has to offer). You have a number of form points equal to the amount of refresh you have invested in Possess Corpse and the method by which you become insubstantial in order to Inhabit the body.
Living Dead. The bodies you inhabit are still dead. While Inhabiting a Corpse you gain access to the Living Dead power.
Advanced Inhabitation [-Varies]. You have expanded your ability to take advantage of the corpses you inhabit. Refresh invested in this upgrade is accounted towards your total mimic points as per the Inhabit Corpse effect (see above).
PSYCHIC ABILITIES
SPIRIT VESSEL [–1] (PSYCHIC ABILITIES)
Description: Through training, natural inclination, or ritualistic treatment of your body, you've come to be an optimal vessel for a supernatural entity to inhabit, capable of inviting them in (or firmly showing them the door) as the mood takes you.
Musts: You must have some Aspect referencing your ability to act as a host, which is replaced by a more specific one whenever you actually serve as a vessel, detailing your current “passenger”. Generally, characters with this power have some other ability to interact with spirits, whether through the Ghost Speaker power or Thaumaturgy, but this is not a requirement.
Skills Affected: Any skills appropriate to whatever you are hosting.
Effects:
Medium. While in physical contact with an insubstantial creature, or one who could become insubstantial, you may attempt to become a vessel for their consciousness as a free action. The creature feels a slight tug on its form, and (if it is willing) will be drawn into your body, where you can telepathically communicate (this includes sharing memories, etc, and largely ignores normal time constraints on conversations). They may also speak through you, with your permission, and are protected from thresholds and running water as though they were possessing you (see Our World, page 35). You may only act as a vessel to a single creature at once in this manner. The creature may leave whenever it pleases, and you may forcibly eject it by taking one point of mental stress (though it gains the sticky aspect Been Inside Your Head for the remainder of the scene, which will aid it in any further mental assault). A creature that is aware you possess this power (through assessment of your related aspect or previous experience) may make contact itself (ignoring any usual limits of perception), though you must still willingly invite them into your form for this power to take effect.
Distant Medium [-1]. You may attempt to become a vessel for creatures up to one zone away, drawing them in without the need to touch them.
Willing Steed [-1]. You benefit from the effects of the Demonic Co-Pilot power (page 175), but instead of it applying only when you are shapeshifted, it applies only when you are acting as a vessel for an insubstantial creature, granting you +1 to all rolls that are in line with the nature or agenda of your spiritual passenger in exchange for the usual mental stresses. You may ignore the effects of this power by convincing your passenger to back off and let you work, or by suffering one point of mental stress to suppress it for that exchange. Note that consequences incurred from suppressing a passenger will not be in line with the passenger’s agenda, as is the norm with Demonic Co-Pilot; forcing a vessel into a mental wrestling match is more likely to result in brain damage than a pliable host.
Horse Power [-Varies]. The Willing Steed upgrade is a prerequisite for this one. You benefit from the effects of the Mimic Abilities power (page 176), but rather than acquiring your powers by defeating and diminishing (or outright killing) an opponent, you get them “on loan”, from your passenger. In essence, for as long as you have a passenger that is willing to offer aid, you may assign your mimic points to powers or stunts it possesses. At the end of any scene in which these abilities were used, you must roll Discipline against the total refresh cost of the used abilities, as if you were being attacked, with the results described in Demonic Co-Pilot. Your passenger cannot avoid this; even if they are not attempting to twist your mind, mental contamination will still occur. Since your powers rely on the continued co-operation and presence of a suitable passenger, the refresh that you must allocate to this power is reduced by two; in other words, you can acquire two “free” points of abilities from your passenger, in addition to any purchased with mimic points. You must still assign at least one point of refresh to this upgrade.
Reverse Possession [-3]. You no longer need a creature’s permission to become (or continue being) a vessel for it. If a valid target refuses your offer of possession, you may roll Discipline as a psychic attack against them, inflicting stress and consequences until they concede and become your passenger, or are broken and forced into you as a result of being taken out. If a passenger attempts to leave your body without your permission (or you simply decide to torment them) you may roll Discipline against their Conviction, with a success preventing them from taking any action and inflicting a single point of mental stress; this is effectively a mental grapple.
Spirit Eater [-1]. The Horse Power and Reverse Possession upgrades are prerequisites for this one. If you use the mental grapple provided by Reverse Possession to take out a passenger, you may utterly destroy them, and thereby indefinitely retain any of the powers they could have granted you through Horse Power, just as described in Mimic Powers. Alternatively, you may permanently acquire those powers at the normal refresh cost, as part of a sheet-rewrite, as consuming the spirit works deep changes on your body and soul.
Legion [-1, -2 or -3]. You may have more than passenger at once; the one-point version of this power allows a maximum of three passengers, while the two-point version allows up to seven passengers, and the three-point version allows an unlimited number of distinct passengers. This does not increase the bonuses provided by Willing Steed or Horse Power, but does increase their breadth.
Specific Vessel [+1]. You can only serve as a vessel for one specific kind of creature (i.e. demons, spirits, ghosts, loa, angels, Outsiders, etc), a restriction which should flavour the mandatory aspect listed in “Musts” accordingly. Note that this upgrade cannot provide more refresh than the overall cost of the Spirit Vessel power.
Crimson Eyes of Destruction [-4]
With the help of your crimson eyes of destruction you can destroy people and objects on a conceptual level. You can use your eyes to carry out a mental attack on anyone within range (1 zone default) you roll conviction to attack (will to destroy) vs the enemies conviction (will to live) if the attack is successful you gain +4 stress bonus to damage. Enemies taken out by this power are obliterated leaving nothing behind but gore.
The Eyes of the King [-4]
This ability requires eye contact between the target and the holder of this power. The holder of this power can plant a suggestion in his opponents subconscious which must be obeyed. Planting this suggestion requires a presence maneuver to make eye contact (usually vs empathy) and gives the aspect "commanded". The target of this attack then suffers an mental attack at the holders presence vs discipline each round until he is either taken out (when he will automatically obey the command) or he chooses to obey the command. To remove this command would require magical assistance the complexity for such a ritual would have to beat the original maneuver roll.
TELEKINESIS [-3]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. You may use your mind to exert force upon targets within your line of sight. This allows you to use all applications of the Might skill at a distance, using your Conviction skill instead of your Might skill. You may also perform other physical tasks mentally with your line of sight, using your Discipline skill to represent your dexterity.
Telekinetic Attacks. You may make physical attacks and maneuvers against targets within your line of sight using your mental powers. These attacks and maneuvers are controlled with Discipline and may be made with or without a melee weapon. Attacks made with this power without a weapon are weapon: 2.
Blades Of Force [-1]. When using Telekinetic Attacks without a weapon, your attacks are weapon: 4.
Force Field [-1]. You are protected by a shell of telekinetic power. You may use your Discipline skill to defend against physical attacks or to create physical blocks.
Telekinetic Self-Propulsion [-2]. Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Discipline instead of Athletics to move around in the air.
Metaphysical Strength [-0]. (Requires Inhuman Or Better Strength) Your Strength powers apply to your Telekinesis rather than to your physical body. This increases your Conviction when using it to lift or break things, helps with your mental grapples, and increases the stress inflicted by your Telekinetic Attacks.
Unification Of Mind And Body [-1]. (Requires Metaphysical Strength) Your Strength powers apply to both your Telekinesis and your physical body. This provides all the benefits of Metaphysical Strength alongside all the benefits of ordinary strength.
Mind Scape Battlefield [-3]: You can drag an opponent stupid enough to look you in the eyes to mental battlefield (after a conviction contest) whilst you are fighting in this mental battlefield both you and your target lie prone. In the mental battlefield you no access to powers that require you body, but can fight with your conviction and discipline rather than fists, weapons and guns. Attacks in the mindscape battlefield do mental stress and if an opponent is taken out this is justification for posession if a person has the power.
Composite Personality [-2]
You are not alone in your mind, you have access to dozens of other minds, memories and skills.
Skill Shuffle.You may shuffle around your skills for a different configuration while changed (using the same number of skill points and following the same rules as during character creation, page 65), so long as any purely physical skill are not given a higher value by the change. (Might, Endurance, Athletics)
See-Saw Mentality (Requires Composite Personality) [-2] When one personality is pushed down another is pushed up.
You are immune to unnatural mental stress but any mental damage greater than your mental stress track forces you to change personality.
Sanctaphrax:
Incite Emotion trappings:
Emotion Burst [-1]: Requires At Range trapping. You may take a -2 penalty to your roll in order to have Incite Emotion affect everyone in a zone.
At Long Range [-1]: Requires At Range trapping. You may use Incite Emotion on a target up to three zones away
Resonant Emotion [Incite Emotion Upgrade; -1]
Musts: Lasting Emotion
Attacks and blocks made with Incite Emotion gain a +1 bonus, and aspects placed with Incite Emotion maneuvers are automatically sticky.
Heart-String Virtuoso [Incite Emotion Upgrade; -1]
Musts: Resonant Emotion
When tagging an aspect placed with your Incite Emotion power, you gain a +1 bonus, for a total of +3.
Emotional Control [Incite Emotion Upgrade; -1]
Musts: Incite Emotion
You may use Discipline instead of Deceit or Intimidation for your Incite Emotion power, and gain a +1 bonus when doing so.
Incite Crowd [-1], upgrade to Incite Emotion
You may use Incite Emotion against multiple targets simultaneously, as per the Spray Attack rules, splitting effort between targets, or, for a -2 penalty, against everyone in the zone you occupy, excluding yourself if you wish. The benefit of this upgrade cannot be used in conjunction with the benefit of At Range. Though you may possess both and use them both, you cannot use them both in the same action.
TELEPATHY [-2]
Description: For whatever reason, you can read minds and communicate mentally.
Skills Affected: Discipline, Empathy
Effects:
Mind Reading. You may use your Discipline or Empathy skill with a +1 bonus to read people's minds. This functions similarly to the Reading People trapping of Empathy, but unlike that trapping it does not require any kind of personal interaction. It can be used on anyone in your line of sight, is fast enough to be performed within a single exchange in combat, and is defended against with the Discipline skill. Furthermore, you may use your Discipline or Empathy skill with a +1 bonus to defend against attempts to deceive you.
Mental Communication. You may communicate silently with anyone in your line of sight. This renders eavesdropping impossible and bypasses all language barriers. It also allows the transmission of pictures, memories, and other information that cannot easily be put into words. This does not make deception impossible or even noticeably more difficult. You may use this ability to perform maneuvers with your Discipline or Empathy skill.
Weaponized Telepathy [-1]. You may make maneuvers and attacks with your telepathy against anyone in your line of sight. Attacks made this way have no weapon rating, inflict mental stress, and use either the Empathy skill or the Discipline skill. The Discipline skill is used to defend against them. They work by overloading the target's brain with mental signals, causing pain and confusion.
Greater Weaponized Telepathy [-1]. (Requires Weaponized Telepathy) Your telepathic attacks are weapon 2.
Superior Weaponized Telepathy [-1]. (Requires Greater Weaponized Telepathy) Your telepathic attacks are weapon 4.
Compulsive Weaponized Telepathy [-1]. (Requires Weaponized Telepathy) When you take someone out with a telepathic attack, you may compel them to act in accordance with a mental command. Commands made this way cannot be completely out of character for their targets. As a general rule, the limits of this ability are roughly equivalent to those of a successful social attack.
Haruspicy [-2]
Reading the entrails of sacred animals (dependent on cultural or supernatural heritage) is more of an art than a science. The ability to divine omens from the liver, heart, etc. functions like Cassandra's tears - without the Catch, but with much more viscera.
Holistic Sense [-1]
Description: You are in tune with the fundamental interconnectedness of the universe. You can draw accurate (if bizarre) conclusions from seemingly random phenomena that bear no obvious relation to the matter you are considering.
Musts: You must have a high concept that would justify this power, such as Holistic Detective, Zen Master, or Protector of the Balance.
Skills Affected: Scholarship, Investigation, and others as appropriate.
Effects:
The Butterfly Effect. You can make an Assessment check using any skill you possess, with only a tenuous justification. The only requirement is that you vary your skills, selecting a different skill with each Assessment. If you opt to use the same skill a second time in a row (presumably your best skill), you get a -2 to your check.
Mind Meld [-1]
Description: You have the ability to possess someone in a benevolent way. Having you in one's head is a good thing, since you can help but not exert control.
Musts: You need some way to become insubstantial in order to enter the target's body.
Effects: When someone is possessed by you, they gain the full effect of any powers or stunts you have. What's more, they may use your skills instead of their own.
Co-Pilot [-1]: The person possessed by you gains the effects of the Demonic Co-Pilot power with you as the demon.
Mnemosyne's Shadow [-2]
Description: Normally filed beside similar abilities like Cassandra's Tears and Prescience, with Mnemosyne's Shadow you learn things without previouse experience or exposure to the subject matter. You literally pull knowledge out of thin air. You Know things....
Billy: "Where does their knowledge come from Bob? "
Bob: "That's still being debated. Mnemosyne is just the popular theory. It could be any number of things including a form of ranged Psychometry or a version of The Sight."
Skills Affected: Lore
Musts: Must have a High Concept or Trouble that reflects the ability and can be compelled frequently. Examples: The High Concept Mnemosyne's Errand Boy or the Troubles Knows Way Too Much or Insufferable Know-it-all.
Effects:
Strange Knowledge: You can use your Lore Skill to get Answers about a subject for a Scene. The difficulty of the Lore check set by the GM should reflect not just how general the knowledge is, but also how secret it is. However, you can't control the breadth or the accuracy of the information gained. You almost always get fairly random knowledge in addition to what is being looked for. For example, if you use the Shadow to gain knowledge about a Clued-in Mobster you may get information about not only his known aliases, but also his shoe size, favorite foods, number of sexual conquests, etc. If using it to find out the combintation to the safe, you might get every combination the safe has ever used and the significance of the digits to the safe's owner.
Dangerous Knowledge: For a price, you can get potentially "Game-breaking" pieces of knowledge such as the Dark Sorcerer's True Name. The Price is negotiated with the GM the same way as an escalated compel. Information such as this that could potentially break a storyline could be worth as little as a few Fate Points or as much as a Serious Mental Consequence.
The Hidden Voice [-1]
You can speak directly in to the mind of anyone you see as long as you have eye contact with the target and it is capable of thought.
Disembodied Voice [-1]
You may use this power on targets up to one zone away without looking them in the eye.
Thought Mimicing Voice [-2]
You can mimic the a persons internal voice, unless they realise the deceit (empathy roll) there defense against
your social attack defaults to 0.
Prophetic Visions [-1]
Bits and Pieces: Once per scene, this character may roll Lore against a target of Good (+3) to make an assessment or declaration regarding the scene or a character in it. This represents flashes of insight and relevant info being pulled out of the character's otherwise difficult to interpret visions. For an Assessment, the GM determines what aspect is revealed, while for a Declaration, the player may invent a suitable aspect, so long as the GM and other players approve. These aspects may be tagged/invoked as usual. This ability may not be used repeatedly to assess/declare aspects regarding the same character encountered across multiple scenes.
I've Done This Already: In exchange for a Fate point, this character may roll Lore in place of any other skill, except as an attack in combat. This represents a vision in which the character sees himself performing the action in the future, so he already knows what to do.
Major Prophecy: The GM has license to give this character a major vision, usually about once per session, describing its contents and possibly asking for a Lore or other roll to interpret it. These visions tend to reveal one or more important but vague aspects that exist in every scene until the prophecy is fulfilled. The player is encouraged to remind the GM of this power, as it can provide good plot hooks and potentially compels on the character's reactions to these visions.
Short-term precognition -2
Description: Your can see a few a moments into the future
Must: You must have Cassandra’s Tears
Pre-emptive Evasion: your dodging checks are made at a +2
I saw you coming: you have a + 4 to alertness check to avoid ambush
Skills Effected
Athletics, Alertness and some other physical skills
[-3] EYE OF PROVIDENCE
Description: You see all things as they really are, within limits.
Type: faith powers, order powers, supernatural heavyweights within their domains
Musts: A high concept that relates to knowledge and/or limited omniscience.
Effects:
True Sight You have The Sight. You are immune to mental stress induced or transmitted through vision such as observing the true form of eldritch horrors, seeing horrendous nightmares or facing the gaze of Black Court vampires.
[-2] Farseer: Your vision gets a lot fewer penalties with distance. If the "Eye of Providence" ability costs a total of 3 points, you can see as well as small, amateur telescopes and strong binoculars; observing people a dozen miles away is easy. If it costs 5 or less, you can see as well as most optical telescopes; observing things at the other side of a country is easy - seeing astronauts on the surface of the moon is a bit harder. If it costs 7 or less, you can see as well as the best mortal technology. If it costs the full 9 points, you take no distance penalties at all.
[-2] You Cannot Hide: Your vision penetrates normally opaque objects such as walls; they appear transparent to you.
[-2] See Past The Currents of Time: You can observe events without lightspeed delay, as if the light did not have to cross the intervening distance. Maybe your vision picks up magical or cosmic signals. Maybe your power snatches images as soon as they are generated. Whatever the reason, your sight is always realtime.
The Catch: Most beings with this ability are somehow limited in what they can perceive either in amount or nature. +2 rebate if you can observe only one event or location at the same time - such as a clarvoyant seeing a single room in the next continent or a Dark Lord being able to see only one battle at a time despite having unlimited range and being able to see through objects. +1 rebate if you can observe up to 100 events or locations at a time. If you can see more than 100 things at a time, you get nothing. +2 rebate if the nature of what you can see is very narrow or unimportant - like being able to see for only 1 minute each day, or only observe one bloodline or see all people that are currently scratching their nose. +1 rebate for less narrow sight or greater importance - like being able to see for many minutes each day, or only observe a major city or small country or see all mischief done by young children. More open sights or greater importance give you nothing.
The Catch is usually a +0 instead of no catch at all for very broad or still existent limits such as seeing all things ever written by man, or seeing all enemies of Asgard or seeing all deaths. Only major supernatural heavyweights whose powers are Knowledge, Foresight and the like (such as the Fates, a major deity of Wisdom or the Archangel known as the Watchman) have near-omniscience, even omnisciense limited to the present.
Sanctaphrax:
SHAPESHIFTING
[Family] Shifter [-4]
Description: Your shapeshifting abilities are limited to one family of creatures. For example you might only be able to shapeshift into any type of canine/feline/avian creature.
Musts: You must choose a type of creature that you can shapeshift into.
Skills Affected: Varies
Effects
Limited Multiform. You may take on nearly any form so long as it falls within the family of creatures you've chosen.
Limited Skill Shuffle. At the end of the day most cats or most dogs have the same types of skills, just in varying degrees, a tiger might have a higher might rating than a tabby cat. You may build only one alternate skill configuration, but may choose three skills which may be adjusted from form to form within that configuration.
Function Follows These Forms. You have two form points which you may use to gain temporary access to powers that make sense given your chosen family of creatures.
Extra Form Points [-]. You may purchase an extra form points at a one for one ration to refresh spent.
A Family Understanding [+1]. Your understanding of your chosen family of creatures is expansive. You may purchase the pact instincts power for free.
MULTIPLE BODIES [–7]
Description: Two heads are better than one, and many hands make light work; you can split off a single copy of yourself, which shares your memories and abilities. Depending on the upgrades taken, this power could represent the fission of an ooze demon, the splitting up of a swarm of lesser creatures, or even the magical duplicative hair of Sun Wukong.
Skills Affected: Physical skills.
Effects:
Cloning Blues. You may produce a single, exact copy of yourself as a supplemental action. This copy is indistinguishable physically, though mystical observation shows it to be a construct of ectoplasm. The copy has the same skills, stunts and powers as you, and has your memories at the time of creation; the only mechanical difference (besides the normal vulnerabilities of ectoplasmic constructs) is that their High Concept is “Copy of a [Original High Concept]”. You have no special ability to communicate with your copy (outside of invoking their High Concept to guess what they’ll do next), and do not learn what they learn unless you recall them (requiring a free action while in physical contact), at which point they dissolve into ectoplasm and you gain all their memories since they were created. You and your copy have separate stress tracks; however, your supply of consequences remains the same, and must be split between the two of you. You do not cash out (see page 206) for consequences suffered by your copy. If your copy is killed (rather than being recalled) you may not generate a new one until the next scene (if you are killed, your copy immediately dissolves into ectoplasm). Note that despite having the same powers as you, your copy does not acquire their own item slots from spellcraft powers, and cannot create its own copies through this power.
We Are Many [-1]. This upgrade increases the number of copies that you can have active at the same time by one. You may take this upgrade multiple times, increasing the number of potential copies by one for each purchase. Note that, should one of your copies be killed, it does not completely remove your ability to create new ones until the next scene; it simply reduces the maximum number you can create this scene by one.
Von Neumann’s Magic [-2]. The We Are Many upgrade is a prerequisite for this one. Your copies can create copies of their own using this power. They use the creating copy’s memories, rather than your own, but are otherwise created just as described in Cloning Blues. They are still your copies, and therefore cannot exceed the number of copies you may have active at once.
Distant Recall [-1]. This upgrade allows you to recall your copy from a distance as a free action, instantly dissolving it into the ectoplasm from which it was formed. If you have a Hive Mind (below), this upgrade becomes free.
Hive Mind [-2]. You and your copy share minds. You know everything they know, and vice-versa, allowing real-time sharing of information and memories without the need for recall. This has numerous applications, and adds two shifts to any maneuver made by you or your copy to co-ordinate an action with the other (see page 208). However, with this upgrade, you and your copy share the same mental stress track; this means that you are treated as the same target for the purposes of psychic attacks, allowing them to damage both of you at once. In addition, you and your copy both suffer from the taggable aspect produced by taking a mental consequence, regardless of which of you actually “spent” the consequence in question. Other appropriate temporary aspects might also "spill over" in this way.
Ontological Inertia [-0]. This upgrade cannot be taken by characters with positive refresh. Upon taking this upgrade, your copies become just as “real” as you are (arguably, not very), making the question of who the original is rather moot. As a result, rather than imploding into ectoplasm upon your death, your copies will remain intact (and may produce another copy to replace you, if they have that ability). This will sometimes result in one of your copies acquiring true independence, at which point it becomes a separate character with the ability to create its own roster of copies; a number of creatures native to the Nevernever reproduce in this manner.
Split Skills [+4]. Rather than being able to produce exact duplicates of yourself, you must split your power amongst the bodies you produce, resulting in a set of weaker copies. Whenever you produce a copy, all of its skills default to Mediocre (+0). You must provide it with skills by reducing your own and adding an equivalent number of skill points to its sheet (see page 65). For example, by reducing a Superb (+5) skills to Good (+3), you would acquire two skill points to raise one of your copy’s skills to Fair (+2). Skill points taken from one skill need not be spent on that same skill; it is acceptable to reduce your Might in order to increase your copy’s Lore. Your copy may not have any skill ratings higher than your original score in that skill. Keep a record of your character’s original skill ratings; they return to their previous level once the copy is recalled (if the copy is killed, it is treated as being recalled one scene later).
Split Power [+Varies]. This upgrade provides you with refresh equal to half the total refresh cost of your supernatural powers (excluding Multiple Bodies, but including any refresh spent on We Are Many), rounded down. Whenever you produce a copy, you must total up the cost of your supernatural powers (excluding Multiple Bodies) and divide it by two. This is the new refresh cost of the powers you and your copy may possess. You must first spend this refresh on powers that are core to your High Concept (i.e. (i.e. Living Dead for a Zombie or Lawbreaker for a Warlock), and you cannot produce a copy without such powers. Often, this will result in a simple reduction of power; splitting Supernatural Toughness into two iterations of Inhuman Toughness, or reducing Evocation and Refinement into two iterations of Channelling. You cannot provide your copy with supernatural powers you do not possess any version of. If you have any spare refresh, you may temporarily assign it to appropriate powers for you or your copy.
Keep a record of your character’s original powers; they return to normal once the copy is recall (if the copy is killed, it is treated as being recalled one scene later). If you can produce more than one copy, then you must divide the refresh cost of your supernatural powers evenly again between yourself and each copy, each time you produce one. It would probably be wise to produce a number of "templates" based on the kind of power-sets you could give different numbers of clones, to save time.
Phouka Beast Change: Your beast form is mutable. While you may only change into one animal, you can change into variations of the same one. You can change coloration and alter size and weight by up to 50% (smaller or larger ~ lighter or heavier). This grants a +3 to any roll used to dupe people into thinking you aren't the same animal they saw before.
Gift of the Spriggan: -3: You have the ability to drastically alter your size. This power allows a character to shift to a smaller form identical to diminuitive size or a larger form; identical to hulking size.
-1: The change is done as a supplemental action, still only once per round.
PAINFUL TRANSFORMATION [+1]
Description: Shifting forms is extremely painful.
Musts: A Shapeshifting ability.
Skills Affected: Endurance
Effects:
Painful Transformation. Choose one form you have access to. Whenever you shift forms, unless it is into the chosen form, you immediately receive a Mild Physical Consequence related to the stress of transformation.
QUASI-MODULAR ABILITIES [-Varies]
Description: You have the ability to alternate between multiple powersets.
Musts: You must "pre-pay" a number of refresh points equal to the total value of each set of powers that this power affects, plus a surcharge of one refresh.
Skills Affected: Varies.
Effects:
Two Powersets. Pick out two sets of powers, each with a total refresh cost one less than the cost of this power. You may use either set of powers, although it takes a full action to go from using one to using the other. The GM decides what is and what isn't a valid choice for inclusion in the powersets provided by this power.
Item Of Power Collection [-0] You own multiple items of power. Design a number of Items Of Power equal to your Resources skill. At any given time, you may use or loan out items with a total refresh cost up to one less than the refresh cost of this power. You do not receive the Item Of Power discount. If you have the Tracing power, then you may summon and dismiss these Items Of Power out of and into thin air. If not, you must treat them as physical objects.
FLESH FORGERY [-1]
Description: The shape(s) that you assume can include equipment.
Musts: You must have the Beast Change power or the True Shapeshifting power in order to take this one.
Skills Affected: Weapons, Craftsmanship
Effects:
Flesh Forgery. Your alternate form(s) include items that are not connected to your main body. You may create a simple item whenever you shapeshift into a an alternate form. These items disappear when you shapeshift back. If you have Beast Change, then you must select the item when you take this power. If you have True Shapeshifting, then you may create whatever you wish. However, anything more complex than a knife or a pair of pants may call for a Craftsmanship roll. Armour, thrown weapons, and one handed melee weapons created with this power are limited to rating 2, while two handed melee weapons are limited to rating 3.
Arsenal Of Flesh [-1]. You are no longer limited to creating a single item. You may a number of items, although large quantities may require a Craftsmanship roll.
Quick Shifting [-1]. You can modify your form pool as a supplemental action instead of a full action (see Supplemental Actions, p 213). Musts: Modular Abilities.
Symbiosis of Spirit -0 (requires Demonic Co-pilot)
Description: You and the demon possessing you are no longer two separate individuals but are instead a symbiosis of man and demon neither truly one thing nor the other, this requires a apropriate High Concept. You no longer have to take mental stress when acting according to your co-piolot's agenda as it is now your agenda, but any action that actively goes against your co-pilots agenda also threatens your gestalt, when doing so, you must roll Discipline against the result as if you were defending against an attack. Failure to succeed in this roll means you take mental stress and any consequences are chosen by the GM showing the friction between you and your co-pilot.
[-1] Transformation Sequence - Your transforming between forms takes an entire action but whilst transforming you have Temporary immunity from all harm, this immunity can only be used once a scene. (As everyone knows you cannot interrupt a transformation sequence).
SPEED
Decoy
Cost: -3
Activation Speed: Supplemental Action
Description: There have been many precedents of high-speed fighters utilizing persistence of vision to fool their enemies to attacking where they aren’t. This power takes that to another level, allowing a life-and-death game of Three-card Monte with your own body on the line.
Musts: Supernatural Speed, or Mythic Speed, or the Faster than the Eye or Like the Wind trappings from those respective speed powers.
Skills Affected: Athletics, Weapons, Fists, Guns
Effects:
Twin Me: You move quickly between two points in the same zone, stopping slightly in each one, so that it seems that there are two of you. You gain +2 to defense rolls, as your attacker can’t be sure which one of you to attack at what time. You also gain +2 to your attack rolls, for similar reasons.
Triple Threat: Similar to the Twin Me power, but only available if you have Mythic Speed or Like the Wind. Three of you will seem to be in the zone at the same time, providing +3 to attacks and Defense.
Multiplicity: [-2]: For a Fate point, you can sacrifice some of your individual speed power bonuses and the bonuses to attack and defense in the above trappings for a scene; but in trade you receive a more powerful result: Your multiple images can seemingly attack and defend separately. Your multiple selves have your (natural) Alertness for Initiative, and cannot move more than 1 zone away from the other(s), but are allowed to attack different targets (Or the same target multiple times!). Be careful, though, you still only have one Stress track and set of Consequences, and your multiple selves can all be hit!
Notes: At any point you can stop using this power as a free action, and can choose which multiple stays. In the case of Multiplicity your initiative does not regain the benefits of your speed bonuses until the beginning of the next exchange.
to fast to perceive (-2) (requires speed powers)
You may use your athletics skill instead of stealth, you can also sprint and sneak in the same action.
To fast to perceive (-2) (requires speed power)
Enemies with a lower alertness than your athletics takes a -2 penalty to trying to block your attacks as they can't properly see your movements.
Inhuman Dexterity [-2]
+1 to accuracy with weapons where dexterity matters
+1 to weapons parry
+2 to any non combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)
Supernatural Dexterity [-4]
+2 to accuracy with weapons where dexterity matters
+2 to weapons parry
+4 to any non-combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)
Mythic Dexterity [-6]
+3 to accuracy with weapons where dexterity matters
+3 to weapons parry
+6 to any non-combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)
Blink Fighter [-2] - Becuase of your inhuman speed you attacks are much harder to avoid.
Add your athletics bonus from Speed Powers to your phsyical attack accuracy. (Dosen't stack with any other forms of accuracy boost.)
Kulan-Do
You know the secret martial art of Kulan Do. (riposte for fists). This requires inhuman speed or better, and cannot be identified by martial artist, unless the person with martial artist also has Kulan-Do.
Advanced Kulan-Do
You have mastered the upper levels of Kulan-Do. You may riposte by rolling against the opponents athletics (or other physical damage taking stat) -2, and afterwards still take your action. This requires supernatural speed and Kulan-Do, and cannot be identified by martial artist, unless the person with martial artist also has Kulan-Do.
Master Kulan-Do
You are a master of Kulan-Do, and may riposte with fists normally, and then take your action. This has all the trappings of Advanced Kulan-Do, and requires it.
Secrets of Kulan-Do.
You know the deepest secrets of this art, and can make a redirected force style manuever, a riposte-style attack, and then a normal attack. Requires mythic speed, all three Kulan-Do skills, and a very high position in the Jade Court. No outsider can learn this, and if any does, the Jade Court will hunt him/her down. To take this ability, one must also rename one of their aspects to reflect, to reflect their mastery of this art. If they are not jade court, they must rename it to reflect the fact that they are hunted by the Jade Court (unless there is a very special exception made by the Jade Court Leader).
Sanctaphrax:
SPELLCRAFT
Self-Sponsored Magic -4, plus or minus additional constraints
You've studied a branch of magic long enough to understand and use it intuitivly without resorting to complex rituals. Pick a magical theme or element as per traditional Sponsored Magic, when casting a spell any Sponsor Debt you gain now act as Compels on your Aspects that you DO NOT gain Fate Points from, likewise you must still pay Fate Points to resist a Compel. A GM may allow you to Self-Compel to pay off a part of your Debt, but you would still not gain any Fate Points (Self-Compels or regular Compels that do not pay off Debt still earn Fate Points normally).
Conceptual Thaumaturgy [-2]
As a massively skilled practitioner of the arts you can cast Thaumaturgical spells up to your starting complexity without the props by working through the magic in your head. As the spell is taking place in your head you can only take backlash instead of fallout when casting. This allows on the fly casting of low level Thaumaturgical spells at some risk to the caster.
Horrific Imagery [-2] Your Illusions are so vile they can cause serious mental harm to those who view them.
You can use your illusion creating powers (evocation, glamours etc) to cause mental stress instead of its usual function. (this would allow mental attack spells with spirit illusions and allow those with the glamours ability to roll there seemings roll as a mental attack.)
CHANTER [-1]
Description: Most spellcasters use incantations, but for you the effects of magic words are far more pronounced. This makes your spells stronger, but much slower to cast.
Musts: You need some form of spellcasting to take this power.
Skills Affected: Discipline
Effects:
Magical Chant. When you tag an incantation-based aspect to boost a spellcasting roll, add an additional two to your roll.
Incantation Dependency. Whenever you cast a spell without tagging or invoking an incantation-based aspect, subtract two from your spellcasting roll.
MAGICAL SELF-ENHANCEMENT [+varies]
Description: Many supernatural abilities can be mimicked through an application of spellcasting. But that requires specialization, of the sort that this power represents.
Musts: A character must possess the Evocation, Channeling, and/or Sponsored Magic powers in order to use this one. Other powers to link this power to are also required.
Skills Affected: Conviction, Discipline, Lore
Effects:
Limited Powers. When you take this power, you must select at least one other supernatural power that you possess. Which powers may be selected with this power is a matter of the GM's discretion. The selected powers are disabled, and the character gets a rebate equal to one-third of the powers' total cost.
Magical Self-Enhancement. This power allows the user to grant themselves access to the selected powers through evocation. Such evocations may be of any element that makes sense, and they may be offensive or defensive. The power required of an evocation that grants powers is equal to the total refresh cost of the granted powers plus the intended duration. The user may extend this effect using the normal rules for the extension of evocation, and they may choose to grant themselves only a few of the selected powers. This also allows them to grant lesser versions of the selected powers. For example, a character who had selected Supernatural Strength and Inhuman Speed with this power may grant themselves Inhuman Strength for 5 exchanges with a 7-shift evocation.
Magical Enhancement [-varies]. This option removes the rebate from Magical Self-Enhancement, making the total cost of the power 0. In exchange, it gives the user the ability to cast power-granting evocations on other characters. Please note that these evocations cannot be zone-wide.
MARTIAL MOJO [+1]
Description: Your powers only function at very short range.
Musts: A Spellcasting ability whose range is normally sensory.
Skills Affected: Varies
Effects:
Martial Mojo. Your Spellcasting ability only functions within your zone. As a small respite, you are immune to your own zone-wide spells as long as they do not cause any fallout.
Sponsored Channeling [-2]
Like sponsored magic, but only for evocation effects that fit the sponsor's theme. It allows you to use your sponsored powers to bypass Toughness (as normal) and to go into debt by invoking an aspect without spending a Fate point.
Cost one less refresh if character already has evocation. Note that (if the sponsor agrees) this can be improved to the regular form of Sponsored Magic for [-2] (or the regular cost of Sponsored Magic - whichever is less).
Sponsored Ritual [-2]
Like sponsored magic, but only for thaumaturgy effects that fit the sponsor's theme. If applicable it allows you to use your sponsored powers to bypass Toughness (as normal) and to go into debt by invoking an aspect without spending a Fate point. It does not allow you to cast thaumaturgy effects at evocation speeds.
Cost one less refresh if character already has thaumaturgy. Note that (if the sponsor agrees) this can be improved to the regular form of Sponsored Magic for [-2] (or the regular cost of Sponsored Magic - whichever is less).
Minor Magic [-1]
Magical talent is primarily gained through maternal bonds, but what about the paternal bonds? In some people whose fathers have gross magical talent, a faint spark of magic appears.
Minor Rituals: You can use rituals with 5 shifts or less of effect
Minor Evocation: You can create evocations from any element of 1 shift or less.
Minor Magic [-0]: You are either a budding apprentice, a late bloomer, or otherwise have a very minor talent for magic. While not capable of true Evocation or Thaumaturgy, you can tag your high concept once per scene without spending a fate point, to perform very minor magical feats. You must have an aspect related to your magical talent, such as I DIDN'T KNOW I COULD DO THAT or BUDDING PYROMANCER, and may be subject to compels when your magical talent gets out of your control. With time, effort, and/or instruction, you may be able to upgrade to Channeling, Rituals, Evocation, or Thaumaturgy (spending the appropriate refresh). If so whichever full spell casting power you take replaces this power.
AQUATIC SPELLCASTING [-1]
Description: Your magic is in tune with water and is not disrupted by its flow.
Musts: You must possess some kind of spellcasting ability in order to take this power.
Skills Affected: Conviction, Discipline, Lore
Effects:
Aquatic Spellcasting. Your magic is not impeded by water, running or otherwise.
BLOOD MAGIC [-0]
Description: Your magic comes from the energy of your body, rather than from the energy of your mind.
Musts: You must possess some kind of spellcasting ability in order to take this power.
Skills Affected: Conviction, Discipline, Lore
Effects:
Blood Magic. If you would take a mental stress hit to power a spell or an enchanted item, you take an equal physical stress hit instead. This physical stress automatically satisfies all Catches and ignores all armour. Furthermore, it bypasses extra stress boxes from Size powers.
Magic Mimicry [-1]
Description: You can copy any magic spells you see in action.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it.
Skills Affected: Conviction, Discipline, Lore
Effects:
Magus See, Magus Do: This acts similarly to refinement that gives you access to a new element, only instead of that element you can cast any spell you've seen done before, even if you only saw it once.
Focused Study [–0]
Musts: Channeling and/or Ritual.
Description: Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study.
Skills Affected: Discipline, Conviction, Lore.
Effects:
Intense Focus. You have chosen to focus heavily upon one particular application of spellcraft. When you take this power you forever give up the ability to upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy.
Focused Specialization. You may now choose to gain specialization bonuses when buying the Refinement power.
Focused Mastery [-1]
Musts: Focused Study
Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft.
Skills Affected: Conviction, Discipline, Lore
Effects:
Esoteric Lore. You roll Lore at +1 when dealing with magic particular to your area of focus (as determined by your element, ritual, or theme).
Potent Specialization. You no longer need to structure your specialization bonuses for each ability according to the same “column” limits for skills (see page 65). You still cannot have any specialization bonuses higher than your Lore skill.
Rote Reliance [+1]
Musts: At least one rote spell.
Description: You aren't very good at improving with your magic, preferring to stick to a few well rehearsed and known spells.
Skills Affected: Conviction, Discipline, Lore
Effects:
Improvisational Block. You suck at casting any spell you haven't worked out ahead of time. When casting non rote spells, consider your Conviction and Discipline to be 2 steps lower than the actual ratings.
Total Reliance [+1]. You are totally reliant upon a few well rehearsed spells. The only spells you can cast are rote spells. When casting such spells you must roll to control the power as if you were casting them normally.
Signature Spell [-1]
Musts: At least one rote spell.
Description: You are well known for one spell in particular. You might be a one trick pony, but it's a damn good trick!
Skills Affected: Discipline, Conviction, Lore.
Effects:
Choose one of your rote spells when you buy this power. This spell then becomes your signature spell and gains the benefits listed below when you cast that spell by rote. You may only have one signature spell at a time. At the game masters discretion you may be able to change your signature spell after a Significant or Major milestone.
Efficient Spellcraft. You've refined one spell so greatly that you can cast it with incredible efficiency. When determining the mental stress cost (page 250) of your signature spell, consider your Conviction to be 1 step higher than its actual rating.
One Last Spell. You've learned to keep a little bit of energy in reserve for your favorite spell. You may spend a Fate Point instead of taking metal stress when casting your signature spell.
Signature Spell [-1]
Description: You have a single spell that you can perform better than any others.
Musts: You do not need to have other magical abilities, but if you do the bonuses from this power stack with any bonuses you get from them.
Skills Affected: Conviction, Discipline, Lore
Effects:
Favorite Spell: You gain +2 control and +1 power or +2 power and +1 control (choose which when you take the power) to a single spell. If you have no other magical abilities, then this is the only spell you can cast.
[-3] Spell-like Abilities
You have 2 spell-like abilities you can use twice per day each - or you may use one by taking a 1-point mental stress hit. You aim SLAs with Discipline or an other thematically appropriate skill. Their power is equal to your Conviction or your Lore, whichever is higher, and you can have any Evocation or Thaumaturgy effect as an SLA. However, once chosen those abilities are fixed and cannot be changed. You may lower the Power of an ability when initially chosen by a number to increase its number of uses by the same number - though it still costs 1 point of mental stress to use.
[-1] Improved Innate Magic
You have more varied spell-like abilities available than normal. Each time you take this ability, you get four new SLAs, each one following the same rules as your original SLAs. Instead of new SLAs, you may take an existing SLA more than once, adding up the total number of uses.
[-1] Potent Innate Magic
Your innate magic is stronger than normal. Each time you take this ability add 1 to the Power and number of uses of each SLA you have. You may take this ability a number of times equal to your Lore or Conviction.
Spell-Like Ability [-1]
Description: You have the ability to cast one spell.
Musts: Nothing more than any other power requires.
Effect:
Spell-Like Ability. Design a spell with complexity or power equal to the higher of your Conviction skill and your Lore skill. You may cast that spell as an evocation rote.
Potent Spell-Like Ability [-1]. Add two to the power of one of your spell-like ability. This does not increase the difficulty to control it.
Healing Light [-2]
Description: By channeling your supernatural energy into somebody else you allow them to begin the healing process, and may even help them recover to perfect health.
Skills Affected: Conviction, Scholarship
Effects:
Starting Recovery. You may use this power to make scholarship declarations to justify the start of natural recovery from physical consequences, just as if they'd gone to a doctor or the hospital.
Healing Pool. You have a pool of healing power equal to your conviction.
Healing Surge. You may spend a fate point to allow somebody to recover from all of their physical consequences up to severe as if they where a mild. Subtract the value of the highest consequence so affected from your healing pool.
Healing Backlash. At the end of the scene you must roll against a hunger attack with a value equal to the number of negative points in your healing pool. If you have used other powers attached to your feeding dependency during the course of the scene, this (positive) value is added to the overall strength of the hunger attack you would suffer from use of your powers instead.
Magical Healing [-1]
Description: You are trained in the ways of healing, and can work healing more effectively than most mages.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it.
Skills Affected: Conviction, Discipline, Lore
Variations: This spell clears physical stress but varieties could exist for mental or social stress.
Effects:
Treatment: You may clear a stress box on you or an ally by casting a spell with at least as much power as the number of the box in question. A 4 power evocation could clear any of a character's first 4 stress boxes. You may justify beginning recovery on a consequence with a power of spell at least equal to the consequence's value.
Cure: You may clear multiple stress boxes at once, and even reduce the severity of consequences by 1 step by summoning enough power. The chart below lists effects.
1 Power: Clears 1st stress box.
3 Power: Clears first 2 stress boxes.
6 Power: Clears first 3 stress boxes.
10 Power: Clears first 4 stress boxes.
12 Power: Clears all stress boxes and all minor consequences.
16 Power: Same as 12 power, plus lowers a moderate consequence to mild.
22 Power: Same as 16 power, plus lowers a severe consequence to moderate.
30 Power: Same as 22 power, plus lowers an extreme consequence to severe.
40 Power: (With GM approval) Revives a character from death assuming character's body is still in relatively good condition. The character comes back with all consequence slots filled but a clear stress track. Additionally, he must take a [-1] Stunt Back from the Dead Which grants no bonuses. If the revived character lacks the refresh, he may trade in one of his stunts or powers to make up for it. Note: excessive injuries raise the difficulty. Having the head cut off raises it to at least 50. Someone's who's burnt to ashes just isn't coming back even with 1000 power.
Note the Second: Death is a continuum in Dresden Files, not a set point. Even after "death" a few of your cells are still alive for awhile. A revivification spell provides enough juice for them to replicate and reconstruct the body. This shouldn't be a violation of the 5th law, though wardens may not see it that way.
Final Note: Just because the chart lists power levels for certain amounts of healing doesn't mean you're not abusing the rules to get those shifts of power.
Natural Channel [Spellcraft, -1]
Musts: Channeling; taking this power prevents upgrade into Evocation
Natural Channel: Your magic is more then your soul's expression; it soaks into your bones, flows through your blood. You may use Endurance in place of Conviction and Fists in place of Discipline for spellcasting. This physical harmony is not without danger, however; the mental stress of spellcasting becomes physical stress, bypassing any Toughness powers or similar defenses
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